Like This...
#17 posted by than on 2006/07/25 12:22:06
Go into the entity properties dialogue and click the copy button :)
When you select another entity, you press paste, and the properties are copied across.
As I mentioned, it doesn't copy flags, just the basic properties. I haven't experimented with it enough to know whether it adds/deletes keys/values or overwrites entity types etc. but If I want to copy the properties of a func door that makes machine sound, is named door1, has speed 50, damage 5, lip 8... then that all works fine. This is in 1.6a
Hammer
#18 posted by Extruder on 2006/07/25 12:32:59
Well I'm totally sold on using Hammer for Q1 maps! With Aguire's tools there's no problems. Super smooth 3d preview, along with those great texture alignment tools. I recommend it to everyone!
Could Someone Mirror Wc 3.3 In Non-planetcrap
#19 posted by bambuz on 2006/07/26 06:31:14
The old password doesn't work anymore and I won't bother to workaround.
Even with the Worldcraft name, I still have to change my wads to some stupid HL format? What about the old brightness bug?
Ok
#20 posted by bambuz on 2006/07/26 06:59:06
found this
http://www.dhlp.de/world.php3
and Vigil told me it doesn't load quake wads.
#21 posted by DaMaul on 2006/07/26 16:34:05
The texture brightness in Hammer 3.4 seems absolutely fine to me!
Bambuz .... Not Anymore - Quake Adapter For Worldcraft 3.3
#22 posted by Baker on 2006/07/26 17:02:08
I created a companion package for Worldcraft 3.3 that installs aguirRe's compile tools, a couple of open source .map and a couple of WADs.
For lack of a better name that wasn't taken by something else, I called this the QuakeAdapter for Worldcraft 3.3.
Merely install Worldcraft 3.3 and then install the QuakeAdapter and every hassle of using Worldcraft 3.3 (same issues as Hammer) are eliminated.
Upon starting Worldcraft 3.3 - AFTER installing the adapter - all of your Quake WADs in c:\program files\worldcraft\textures will automatically be converted to the HLWAD format any time you start Worldcraft.
Additionally, the "Mapversion is not a field" error is eliminated (it gets stripped from the .map).
And ... it is pre-broken in. There is no setup involved to set the tools, it is done for you.
I spent a lot of time on it and tested it about 80 times.
To install Worldcraft 3.3:
http://www.quake-1.com/files/developer/worldcraft3.exe
Then install the QuakeAdapter for Worldcraft 3.3:
http://www.quake-1.com/files/developer/wc3adapter.exe
Upon installation, you are ready to go. The ONLY catch is that you must use c:\program files\worldcraft as your Worldcraft folder.
Does this affect Hammer?
It doesn't. Hammer uses not only a separate folder from Worldcraft 3.3, but separate registry entries as well. You can have Worldcraft 3.3 and Hammer on the same machine with no issues.
Does this affect Worldcraft 1.6a?
Unless you use c:\program files\worldcraft folder for Worldcraft 1.6a, the answer is no. Worldcraft 1.6's default install folder was c:\wc2 and it uses different registry entries than either Worldcraft 3.3 or Hammer.
Why Worldcraft 3.3 and not Hammer?
Mainly because Hammer isn't permitted to be used for Quake. Additionally, I don't see any features in Hammer 3.4 that matter to Quake that Worldcraft 3.3 doesn't have. Why go afoul of a license agreement, especially if you can use a version where Quake usage is permitted (but unsupported.).
The perfect rotation and OpenGL acceleration are both in Worldcraft 3.3 and those were the only things I didn't like about Worldcraft 1.6a.
---
Btw, if anyone who takes a look at the setup has any suggestions or comments, let me know. This was at first just an idea. I included 2 .map sources, one from Trinca and one from Zwiffle because the readme.txt files for those 2 maps were very liberal, I would have included more but I'd rather follow what the readme.txt says than make assumptions.
If you discover something that doesn't work, let me know. There shouldn't be anything because I did tons of tests on it and used it several times myself, but live usage > testing, in my experience.
Thanks
#23 posted by KennyJC on 2006/07/26 17:16:49
^^^
Enourmously helpful and saved a lot of time...
That QuakeAdaptor should be put somewhere prominent so that n00bs like me would find it easier :D
Hehe Thanks
#24 posted by Baker on 2006/07/26 17:23:23
I want to get more feedback first. Yeah, it's pretty sweet and should be solid as a rock.
But I want to see what others have to say, they may have changes or some other sort of feedback I didn't take into consideration.
Sounds Great
#25 posted by Drew on 2006/07/26 18:37:56
like sliced etc.
I'd been thinking about going through that process, but I'm a lazy, lazy man. I don't even properly vis my maps, so you can see my predicament. First thing i'ma do when I get home is set up WC3.3 on my comp with your programs...
Obviously can't provide real feedback, but the idea sounds fucking sick.
Baker
#26 posted by Vigil on 2006/07/27 13:14:50
Does it include the fgd?
Of Course
#27 posted by Baker on 2006/07/27 14:50:04
It has even has skippy ;)
In fact, in the c:\program files\worldcraft\quaketools folder, it has several utilities.
Works Fine But..
#28 posted by GibFest on 2006/07/28 14:47:31
Error creating HLWAD: c:\program files\worldcraft\textures\dkte2.hlwad ... details ...
WadConv Texture Toolbox by Eric 'Riot' Lasota.
Syntax: wadconv [-wad2wal] [-wad2tga] [-wad2hl] filename
Loading palette... Done.
Converting wad textures...
Loading directory... Done. Loaded 969 entries.
Converting miptexes...
0: +0lavarock1
1: +1lavarock1
2: +2lavarock1
3: +3lavarock1....... blah blah blah
138: cycped1
************ ERROR ************
Texture too big, shrink it.
Everything else appears to work perfectly, Im guessing I got a texture too big in one of my texture wads to convert properly.
The Textures Are Convert By Qonverge ...
#29 posted by Baker on 2006/07/28 16:08:58
... which says in the readme "Don't use WADs with over 1024 textures. Don't use textures bigger than 512x512."
If someone knows of a utility that converts WAD2s to WAD3s that doesn't have this limitation, let me know and I'll change it.
I might write a workaround that extracts the textures from the WAD and checks each lmp's dimensions and removes them from the WAD, but that would be a lot of work.
If the texture dimension limit an inherent weakness of the WAD3 format or just of the Qonverge utility?
(I don't know of a WAD3 texture manager to check this out myself.)
Align: World And Face
#30 posted by Ankh on 2006/08/03 04:29:07
From Hammer help:
"Align: World and Face
These checkboxes allow you to set the texture alignment style for the selected faces. World alignment causes textures to be aligned according to world coordinates (if you're familiar with versions of the editor before 3.3, this was the standard behavior). Face alignment uses the coordinates of the face as a basis for alignment."
I have made much mess using this feature. It changes the texture alignment in a way I don't understand quite right (maybe I'm dumb).
Could anyone explain how it works?
I Think...
#31 posted by Blitz on 2006/08/03 13:12:38
You generally want to stick to world alignment. The only time I think you'd ever have to use face alignment is on a rotated crate or something of that nature. But I could be wrong as I haven't used the old Hammer in some time.
Hammer 4.3
#32 posted by . on 2006/08/14 19:32:07
Anyone ever have resource problems after applying a texture? I get a Windows message stating my system resources are low. Sure enough, Hammer is using 400MB of my 1GB. My pagefile is on a drive with at least 65GB free, the other 2 partitions have at least 6GB free.
Any idea what to do?
Simple Solution
#33 posted by than on 2006/08/14 19:42:48
Reduce the levels of undo from 50 to 10 and tell it not to show the warning. It should be fine after that.
same with all versions of worldcraft and hammer...
Fgd File Question
#34 posted by Ankh on 2006/08/15 00:55:37
Would it be possible to change the fgd file in a way that entities would be assigned to specified visgroups upon creation? For example every new light entity would be assigned to the "lights" visgroup when created. The same with monsters and other point entities. Maybe this could be done with triggers also.
Not 100% Sure
#35 posted by than on 2006/08/15 10:30:39
but I reckon not :/
You should just use shit+drag clone as much as you can bear, the visgroups are kept unless you group (ctrl+g) something that has a visgroup assigned, or make it into an entity.
I pretty much never create new lights after I've got one or two in the level - just clone drag them around and tweak values as neccessary. If you have certain types of lights in your level that are a reccuring feature then cloning is perfect anyway :)
Sometimes I do group lights so that I can tweak the values of many without having to select them all individually. Unfortunately, I think you need to ungroup them to do this, then regroup when you are done, which loses the visgroup data. Maybe g works?
Er, And By G
#36 posted by than on 2006/08/15 10:33:20
I meant "ignore groups". Perhaps ignore groups keeps the whole group selected at first and lets you alter the brightness of all the lights in the group without having to ungroup first and regroup later.
Whoa
#37 posted by bambuz on 2006/08/15 12:56:40
tell me more tips when you use wc...
I didn't know about shift-drag, i always hit ctrl-c ctrl-v like mad!
Sorry
#38 posted by bambuz on 2006/08/15 13:00:47
in wc, the proper term is indeed shit-drag as you said
Ankh
#39 posted by ijed on 2006/08/16 09:34:04
I'm modifying the qouth fgd at the moment and I've checked about ~three different styles of .fgd format and I'd guess setting the visgroup inside the entity definitions is impossible. Its your basic system (hauntingly familiar of raw .html (cascades)) and not too difficult to get the old breadbox round; but there seems to be no way of modifying how objects are created - though you can change how they are viewed in the editor.
#40 posted by Ankh on 2006/08/16 11:45:56
thanks for the answers. Looks like I will have to stick with drag cloning (which I'm already using but not in that extent).
Thanks A Lot Baker! :D
#41 posted by born4trance on 2006/09/02 08:06:42
i'll be damned. Your QuakeAdapter does the trick.. You must know i've been using Worldcraft as my first Quake Map/level editor, and i've been searching the net for better working alternatives.. I've been using QME 3.x, Qoole, Thread and Quark, but i liked Worldcraft most because of its simplicity. Now today, i found this page, and i'm damn happy i found it!
So, once again you did it. I'll definetely keep an eye on you... atleast, i'll try :o)
As a little suprise i'll share the two DM maps i've ever made, using Worldcraft 1.6a .. all enjoy :-) http://members.chello.nl/j.leijten1/q1a&q1b_born4trance.zip
For now, thanks a lot and see you around! =)
/b4t
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